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Everything posted by Chaos_Knight
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It is also almost 2 times more expensive, has a massive size making it easy to hit, moves slower than most infantry sprint and as of recent patch suffers massively from AT mines (bye 600 armor). So far my experience with fighting mammies is... unexpectedly easy. And while solo cap won't be able to deconstruct it like he does HTs (which is silly on its own but it's for another topic), that 1700 monster seems to only be good for show nowadays. Not so long ago I've seen like 6 mammy rush on Stormy Valley which only succeeded at taking out a pbox while turret was already dead. They weren't even intercepted all that early. Mammy used to have flat ~22% more damage back in the day, but in current version it feels like those HUEG cannons are pretty pathetic in combat for their size. Also I don't see anything wrong with lighter allied vehicles getting hit with an indirect nerf.
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Since I am generally too lazy to repeat myself, here's what Beta Volkov (max-tech commando) had it worse than current grenadier (400 common mook) Yep, grenadier is totally balanced and has no issues at all. AT ALL. Riiiiighht..... Oh, and I just checked. Absolute world record IRL for throwing F1 grenade was established in 1951 and it was 87m. Also this is why my main suggestion was the underslung variant
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Yeah, grenade launcher doesn't really fit in there. This is why my 2 main suggestions are grenadier specialist inf with a weaker AK but underslung grenade launcher or mortar trooper. Yet both require models, so there's that of course. Unless there's one lying around online for free (which I kinda doubt but who knows) this is a major drawback.
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Simple. 1. He was always radar-visible. 2. He could be removed with 1 click of a hitscan sniper. 3. Maps were way more open with far less props. 4. You are comparing 1500/1800 commando unit which purchase is announced server-wide to a 400 common mook. 5. Kov camp spots were well-known and easy to check. 6. Kov shots were still easier to track due to them being tri-shots which allowed a degree of tracing. 7. 3D radar. 8. Kov shots had next to 0 splash so one could easily repair whatever they attacked. That's just from the top of my head. And 2 more after a bit of thinking: 9. Kov shots weren't silent 10. Kov shots produced extremely highly visible explosions with lots of particles and other stuff.
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Grenadier indeed seems to be a problem of sorts, considering that he somehow has longer range than RPG and has no visible trails to track him down with. That alone makes him extremely frustrating to deal with. Now let's look back at the history and see that pure grenade thrower people became obsolete in world's armies before XX century even began so indeed the only reason grenadier is like that is RA-lism. So personally I see 4 solutions to solve this issue and make him less frustrating in general: 1. Easy one would be to revert him to the old ways. Yet it would likely render him... well... useless. Generally bad idea. 2. Replace him with more "modern" view of a grenadier specialist. A guy with underslug grenade launcher on his AR/Carbine. You could even keep the range but add a visible trail to his projectile. Also add damage fall-off to the explosions to balance him out against infantry. 3. Replace him with a mortar trooper. Another modernized solution which also even fits into WW2 era as well. Would give Soviets a true infantry artillery with obvious drawbacks (can't imagine him being fast or any good at close range). 4. Replace him with a grenade launcher guy. Kinda Renegade style. Same mechanics as for the underslung one (visible trail + damage fall off). Would fire obviously faster but would need to reload every now and then to even out DPS. Could also be an artillery of sorts. Sadly all the "non-bad" ideas to fix him require at least a minor modelling. At least you could borrow the underslung reload animation from TSR XD.
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Good luck out there, Voe! And at least TRY not to annoy everyone into killing you D1/N1
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If it's a joke phase, you should've voted Voe. I can't. I promised a long time ago not to unless for a good reason. So something is up with Vert... ##vote VERTi60
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Hey, the result is the same. Someone's gonna get voted to get lynch... be a representative
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This looks pretty curious, yet I have to admit that I am not that sure if I am up for the task. First of all, I am not that good at being town. At least that's how I feel it. Sure enough, there would be 11 other people who are likely less paranoid and won't fixate themselves on tearing into one person they found really suspicious for arbitrary reasons, but still. I think I do alright as scum/SK but eh. Second. Activity. As Cat5 mentioned already, I tend to chill in background collecting info. I do it regardless of faction I am in so don't even try to use this as meta against me in the future games But anyway. Those games would require a lot of writing AND reading, esp. since there would be no PRs. So add that to my engineering work being already taxing on my mind and some "burden of responsibility" for representing us as a whole... yeah, that would totally not result in me saying something stupid or missing key info/slip. Finally, I prefer to operate by facts. No PRs and all vanilla leaves me with little facts and a lot of theorycrafting. This is kinda outside my preferred game style which would further hamper performance. People I'd recommend: Cat5. A more obvious choice. Not that active but smart and systematic + everyone trusts him it seems. Nodlied. Less paranoid than I am, more active and is also used to working with people (he oversees testers after all). Voe. It's so crazy it might actually work. Will probably annoy everyone into lynching him ASAP though. Vert. Our glorious GM. Knows ins and outs of mafia games, albeit mostly from the host perspective.
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A Path Beyond Which old APB maps should we bring back?
Chaos_Knight replied to ChopBam's topic in W3D Hub Discussion
I know for a fact that at very least NBNW had VIS set up. Prob. several others as well because VIS issues were actually reported (and supposedly fixed) back in the day those maps were present. I just remember NBNW ones the best because ironing out ninja popping up trees took some time and effort. As far as philosophy goes - that's a far more complex thing that you make it look. I can't type it all down right now, but in short LTs hanging about was only an issue sometimes at the beginning of the game. And only if soviets didn't think of actually repairing their stuff. Open areas with decent visibility is also what set APB apart from the more "corridor" gameplay Renegade had back in the day. -
A Path Beyond Which old APB maps should we bring back?
Chaos_Knight replied to ChopBam's topic in W3D Hub Discussion
Alright, let's get stuff in order. Code: Red - Eh, I'd say no. Yellow - I don't know the map or don't really mind either way. Green - Yeah, that could be nice to update and bring back. Blue - Why isn't it in already to begin with? Mostly applies to maps which were already updated for Gamma. - AlliedAssault Never really got to play it. - AlpineLake I remember it mostly as not very enjoyable in general. Probably because it felt like Shallow but without the naval fun. - APathBeyond It was too big, too open and kinda bland. Then again, it's the title drop of the game. - Bunkers Now that I remember was pretty fun. Idk why it was removed in the first place. - CamosCrossing PTSD simulator for Beta people. Yeah, let's not. - Fjord Again, that was a fun map but with different unit balance back in the day. Nowadays it could be interesting to see it return. 1 more route across the water could help some issues it had. - Glacier (Metalfej version) Hm, it needed more infantry access to the top area and probably more props up there. At least add some more rocks and pieces of ice or something. - IvoryWastelands(?) Wasn't that map also made/fixed for Gamma already? I remember testing it I think. Nothing too special but having options is nice, esp. if it's not too much work. - Metro Fun small map, unique in it's urban setting. Phases and mammies didn't really fit it though. - NorthByNorthWest Another pretty fun map with a holy floating rainbow tree. - Partium Never really got to play it. - ShallowGrave With Navy back in force, I'd love to see it back tbh. Maybe add an ore silo or something. - TechnoWars Never really got to play it. - TheWoodsToday Ah yes, the nukes central. Could be pretty fun with the new buildings also. - Volcano Also known as Baldcano when all the props disappeared for an update or so. Still a fun map. -
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A Path Beyond Get rid of "instant repair" Golden Wrench?
Chaos_Knight replied to Pushwall's topic in W3D Hub Discussion
Eh, my bad. Last time I cheded patch notes, they were AI controlled rather than by the player, and I didn't get to test them during the playtime I had recently. That was kinda the most glorious thing about it. Meh in general but if you could just land a few headshots, you'd put down enemy pretty fast. It's just landing those shots wasn't easy (poor netcode kinda played its role here too tbh ). As for medics themselves, I need to bring myself up to date with the changes. While I certainly appreciate the hard work you put into APB and keep it alive, it makes it a bit hard to keep track of the actual state of affairs. If medics are no longer heal-over-time status effect which can be cancelled by burning then again, I stand corrected (and sure glad to be if that means a better game ) This one is not as simple. Basically when driver mattered, you had to tailor your kit for the mission you have in mind. - Flare or demo n00b hunt? Get a spy or a sniper so that you can sneak around easier. - Tanya chariot? Well, just be careful. If you can't see your enemies on radar, they can't see you either. - General combat? Same as tanya but you can either get repairs or a gun in case stuff goes awry. So you pick a strategy and stick to it to put it simple rather than have some all-around solution. Idk how good or bad that is, but it felt more interesting personally. To give you an idea - you needed just 3 missiles to take down a V2 launcher. But you were also made out of wet paper bags (100/100 light armor) yourself. Phase rushes were brutal if not stopped in time but also fell quite easily. It was very different from what we have right now. Again, not saying it was better or worse but, well, different. Maybe you could draw some inspiration from it to make it more of an ambush unit if you wish. That's another thing I really felt like I wanted to talk about but then I kinda stopped playing W3D for a while. Ahem. So, with the mech now being continious rather than burst, could you do something about no-reload-while-driver is outside? Not remove it completely but make some units which are an exception to this? Namely artillery and V2 suffer a lot more from it than med-mech and TT/shock it was supposed to hit the most. -
Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
Shinigami.exe has encountered a problem and needs to close. Please contact your local Shinigami King for assistance. As for Vert. Better yet, what if you only saw one of the twins but write their sibling in the Note instead? Would that still work?- 2,409 replies
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Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
Well, we were talking about the outdated photos. Though yeah, special eyes would still see everything, but I always saw them as in-universe cheating/easy mode- 2,409 replies
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Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
Well, I still think that to kill a person with the Note you need to know their current face rather than any face from any period of time. Still, that question made me really curious...- 2,409 replies
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Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
But then you can just take a picture of any infant within target's racial group and that would literally be able to hit every person ever?- 2,409 replies
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Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
And if Emperor doesn't, you can always call any of the other 4 guys. They are always open to meet new people! Just ask. Also congrats to Orange and his Note. Makes me happy I haven't updated my photo on FB for over 5 years as well- 2,409 replies
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Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
It's not that I found Mello too hard to play is but rather decided that my objective doesn't suit my character and played it my own way.- 2,409 replies
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A Path Beyond Get rid of "instant repair" Golden Wrench?
Chaos_Knight replied to Pushwall's topic in W3D Hub Discussion
Well, I speak from Beta perspective so keep that in mind: - Infantry TTK in general; - Beretta; - C4s and GWrenches; - Tricky but rewarding shots if done right (headshots with Shockie, Serg and allied rifle 3-shot, grenade to the face); - Vulnerable (100/100) yet powerful phase; - Phase driver class mattered (not sure if recent patch brought that back). You could choose between utility and better stealth; - Dangerous demos; - Combat-viable artillery units if you knew how to handle them. - Even depth charges handling; - Vehicle reload when driver is out (not just med-mech); - Helicopters not made out of lead; - Really useful medic but with a meh gun. I need to re-check how he works atm but last time I checked he was easily shut down by a flamer/shotty. That's just what I could think of without going too much into it. Some of it could be argued to be bad but eh. That's just my opinion, ya know? -
Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
Well that was fun, even though I have to admit that I felt like town was doomed from the get go. Kira(s) had an unkillable, untrackable floating rainbow tree on their side (seriously, even that role of mine was more vulnerable and had more ways to die/lose than Jeod/Ryuk in this game) + it started off as 5 Task Force, 4 suspects and 1 Shinigami. I'll state it right here that my objective was to eliminate all competition which included both Task Force and other Kiras. Sure enough I decided that it felt wrong for Mello to go on like it, so I stuck to the Task Force, and kept my personal objective as a back up plan of "revenge" should police die out though it never went in motion. What it felt like to me personally is that Task Force became sort of fodder while Kiras played their mind games and plans. IMO Vert needed 1 less Kira and 1 more police guy to balance it all out. Props to Orange on the good game though. And KY, don't feel too bad, though Nodlied and you should prob. sort it out IMO just to make sure that stuff is ok.- 2,409 replies
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Event [DAY 9 - Game End] Death Note themed Detective Mafia Forum Game
Chaos_Knight replied to VERTi60's topic in Forum Games
Hey, that's my job to post annoying pony stuff in topics!- 2,409 replies
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A Path Beyond Get rid of "instant repair" Golden Wrench?
Chaos_Knight replied to Pushwall's topic in W3D Hub Discussion
Well, this is where we differ. It along with better C4s and lower TTK is what set APB apart from TSR or Renegade for me. If by team-based you mean tank zerg rush then yes, it stops that. Not completely fool-proof but it helps. Because said zerg rush is just as cheap, low-skill tactic, except it involves several people. If by team-based you mean people who actually coordinate and bring assorted units (it actually used to happen, believe it or not) then no, it won't save that because there's someone clearing out buildings, blocking entrances when needed and neutralizing enemies like they SHOULD. TSR suffered very heavily from the simple fact that everyone ignored the defenders and went straight for the structures back in the day. Idk how it is now. Wrench prevents that also and does it well enough. TSR called. They want their ideas back On a serious note, APB has already lost enough of high-risk/high-reward gameplay to even out skill floors and ceilings. Artillery units say hi for destroying mines if any. Worked pretty well last time I checked. Engies just make it easier. C4 is fun, I guess but idk. As someone said back in the day "For 500 I expect more than just a brick of plastic explosives". Is that even a problem? I am fairly sure that everyone who played any shooter besides Call of Duty/Halo knows how to manage 4-5 items in the inventory. -
A Path Beyond Get rid of "instant repair" Golden Wrench?
Chaos_Knight replied to Pushwall's topic in W3D Hub Discussion
Well, if you don't keep your eye on radar, who's to blame really? You see that enemy dot approach and do your best to make sure it won't be a problem. Even better if the person would stop by a PT to switch to engie. Gives you some extra time to shoot a stationary target dead. Now if the guy buys the engie in advance, sneaks in and then foils your plans? Well, that's certainly some commitment. If switching is a problem though, which it kinda always was to be honest, is it possible to instead add sort of a delay on char switch which would freeze person in place? Like 1-2 sec, not more, so that it becomes unfeasable during direct fire from the enemy. That would certainly help the cases of "rebuy is not a refill!" thing which was going on back in the day. -
A Path Beyond Get rid of "instant repair" Golden Wrench?
Chaos_Knight replied to Pushwall's topic in W3D Hub Discussion
While I admittedly haven't played in a while (but was considering making a return :P), Golden Wrench was always a way to minimize the necessary manpower on the (frankly boring) MCT repair job so that your teammates can fend off the attackers. You should also keep in mind that arty and V2 unlike Reborn counterparts can and will wreck the personnel inside the structure which made repairing with tool alone pretty unfeasable (exceptioins are RD and CY) if you are dealing with more than 1 of them at the time. So now you'd have to also nerf artillery units in some way, and last time I checked they weren't exactly OP. Another thing is general "game philosophy" if you wish. APB is for the matter of fact more of "high risk - high reward" game. You want to kill the building but there's somebody inside? Well, go in and kill that person/people, and structure will fall in a matter of seconds. You don't want/can't? Well, hope that either someone else will or that your enemy's economy is broken enough they won't be able to afford an engie. Attack doesn't "deserve" to succeed just because there're more of the attackers than the defenders in base at the time, and Wrench helps exactly that case.